Author Topic: Stuck with two hour time advance increments...  (Read 7161 times)

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Offline nuclearslurpee

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Re: Stuck with two hour time advance increments...
« Reply #30 on: December 18, 2021, 06:32:28 PM »
43   23333   JP3: Tomten (JG): Standard Transit   2121525110.0
43   23333   JP2: System #53 (JG): Standard Transit   2121532310.0
43   23333   JP3: Tomten (JG): Standard Transit   2121539510.0
43   23333   JP2: System #53 (JG): Standard Transit   2121546710.0
43   23333   JP3: Tomten (JG): Standard Transit   2121553910.0
43   23333   JP2: System #53 (JG): Standard Transit   2121561110.0
43   23333   JP3: Tomten (JG): Standard Transit   2121568310.0
43   23333   JP2: System #53 (JG): Standard Transit   2121575510.0
[repeated many more times]

43   24435   JP4: Allentown (JG): Standard Transit   2122129910.0
43   24435   JP1: Albuquerque (JG): Standard Transit   2122137110.0
43   24435   JP4: Allentown (JG): Standard Transit   2122151510.0
43   24435   JP1: Albuquerque (JG): Standard Transit   2122165910.0
43   24435   JP4: Allentown (JG): Standard Transit   2122180310.0
43   24435   JP1: Albuquerque (JG): Standard Transit   2122194710.0
43   24435   JP4: Allentown (JG): Standard Transit   2122209110.0
[This one is pretty bad and #1 on my to-hit list]

43   25359   JP1: Albuquerque (JG): Standard Transit   2121525110.0
43   25359   JP3: Annapolis (JG): Standard Transit   2121532310.0
43   25359   JP1: Albuquerque (JG): Standard Transit   2121539510.0
43   25359   JP3: Annapolis (JG): Standard Transit   2121546710.0
43   25359   JP1: Albuquerque (JG): Standard Transit   2121553910.0
43   25359   JP3: Annapolis (JG): Standard Transit   2121561110.0
[very, very often]

Any one of these is the most probable candidate, possibly even all three which would be quite a cluster... probably the next thing is to try and pull apart the fleet orders in the relevant table and figure out where each one is going, then try to move it away from the JP so it cannot just insta-transit and might complete its orders.

Quote
While we're at it: is it enough to change the current x-coordinate to move a fleet?

Yes.
 

Offline Zook

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Re: Stuck with two hour time advance increments...
« Reply #31 on: December 19, 2021, 01:41:05 AM »
Have to bother you one more time....

I'm definitely getting somewhere. After adding "1" to the first digit of the four suspects' x-coordinates, I got 30 hours of gameplay in three increments (what unit is this, anyway? Kilometers?). Then I was back to 2 hours, because presumably, they were back at the JP.

Problem is, two of the four fleets are troop transports with proper orders to go to some planet (that I've never heard of). The two others are Jump Point defence fleets. The buggers don't even have orders, they just jump for the fun of it.

edit: it appears the transports are causing the problem.

Given that deleting a fleet seems fraught with peril (operational groups, what have you), what's my best course of action? How can I move them e.g. to their home planet?
« Last Edit: December 19, 2021, 03:05:01 AM by Zook »
 

Offline nuclearslurpee

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Re: Stuck with two hour time advance increments...
« Reply #32 on: December 19, 2021, 09:53:36 AM »
Ideally you want to try and dig into the fleet in other tables to try and figure out what it is trying to do, and then tune your "fix" to help them accomplish that. A common one is a fleet trying to head home to refuel, but the route home runs through an enemy-infested system and the AI is too stupid to not jump in anyways, and too stupid to once in make a run for it instead of jumping back out. In that case you may be able to help by shifting that fleet towards the jump point they actually need to go through.

Hopefully the rework to jump shock in v2 will help correct this behavior.
 
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Offline Zook

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Re: Stuck with two hour time advance increments...
« Reply #33 on: December 19, 2021, 03:01:22 PM »
I'm slowly getting the hang of it, but I'm not making this a hobby any time soon...

My biggest problem is a fleet of five jump point defenders who have been doing the old back-and-forth for a looong time now. They have no orders, no fuel, there seem to be no standing orders for the NPRs I could edit and I don't want to delete them. I teleported them to a faraway place in-system, but like a zombie they always come back. I just switched off their sensors, hoping they'd get blown to bits. No such luck. I'll teleport them to an even further-away place now.

How can teleport them to another system?
 

Offline Zook

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Re: Stuck with two hour time advance increments...
« Reply #34 on: December 23, 2021, 12:13:27 PM »
For others with the same problem: I got rid of these issue several times now.

- Download DB Browser for SQLite
- Save Aurora game, exit Aurora
- Make a backup of your Aurora DB!
- Start DB Browser, load DB
- Find table FCT_Increment. If you're stuck with 2-hour turns, you'll see a lot of 7200 second increments at the end of the table. Choose one that is several increments before the last and copy the timestamp (e.g. "2135824235.0").
- In the SQL command tab enter (with the timestamp from the step above):

SELECT * FROM FCT_FleetHistory
WHERE GameTime > 2135824235.0;

- Run it (click the Play button). You'll get the last couple of actions of all fleets. That should tell you which ones are misbehaving by jumping back and forth.
- Find these fleets in FCT_Fleet. There's a field called Xcor, the x-coordinate of the fleet. Change it by adding a large number. For example, if it reads "-1628493155.80953", change it to "-991628493155.80953". That should teleport the fleet many billions of km away from the jump point.
- Save changes. Done.

That fleet will spend several weeks or months moving back to the jump point. By that time, the reason for going back and forth (most likely an enemy fleet) might have disappeared. If not, rinse and repeat.

Disclaimer: Resist the urge to muck around with too many things in the DB. If you screw up your database, it's your problem. But then you made a backup, didn't you?
 
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